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EnPRO 351Spring 2005
Virtual Reality:
Developing an Advanced Immersive
Visualization Environment at IIT
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Table of Contents
Introduction 3
The Problem 4
The Product 4
Our Customers 6
The Market 9
Marketing Strategy 9
Competition 11
Financials 13
Path Forward 15
Progress to Date 16
The Team 18
Risks 19
Summary 20
Appendices
Appendix A: VR Systems Report 21
Appendix B: Funding Prospects Report 64
Appendix C: Software Summary 68
Appendix D: TechNews Articles 70
Appendix E: Institutions with Existing VR Programs 71
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INTRODUCTION
The goal of the Spring 2005 EnPRO 351 was to investigate available virtual reality (VR)
systems, evaluate their feasibility for implementation at IIT, and to ultimately
recommend the best final course of action for the university.
First coined by Jaron Lanier, VR refers to computer simulations that use 3D graphics in
conjunction with interactive devices to provide the illusion of immersion in the
simulation, or virtual environment. Today many systems exist, from the room-sized
CAVE to the tabletop ImmersaDesk. For the purposes of IIT, it was concluded that two
systems hold the most benefit for their cost: the Viz3D SXGA 3D projection system and
the GeoWall. Both projection-based systems, Viz3D and the GeoWall are highly
versatile, portable and easy to use. They are also highly affordable at $10,000 to $55,000.
GeoWall and the Viz3D system possess a number of applications, and are relevant to
both the classroom and lab. VR can be used for 3D visualization of buildings in
architecture and of molecules in biophysics. In addition, psychologists have used VR to
create alternative learning scenarios. Here at IIT, VR can be integrated with the
curriculum to create a unique learning experience. The proposed VR systems also have
entertainment value. Computer students at UIC are regularly given assignments to create
games that operate within a virtual environment and popular games even been modified
to run on VR systems. All of these applications open a number of opportunities such as
an enhanced learning experience for students and research grants for the visualization of
molecules, and provide good reason for IIT to obtain its own system.
The VR system will be run as a non-profit organization, designed to provide valuable
services to IIT students and staff. Nominal fees may be charged for use of the system but
it is hoped that most start-up funds will come from the IIT administration. In the future,
additional funds to upgrade the system may come in the form of donations or federal and
state grants. A number of methods to market the system are planned and we believe that
within a semester of obtaining the system, VR will enrich the IIT experience for faculty,
students and staff.
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PROBLEM/OPPORTUNITY
The Illinois Institute of Technology’s mission involves educating people for complex
professional roles through research and scholarship. To effectively achieve this goal, it is
critical that the university stay current with both technology and modern industry
practices. Three-dimensional design visualization has become an integral and highly-
beneficial aspect of research and development in today’s world. This technology
streamlines the development process, broadens collaboration opportunities, and optimizes
the overall end product. Dozens of universities across the nation have already
implemented 3D visualization systems to best equip their students and faculty as they
research complex issues. Unfortunately, IIT has not yet joined this group of cutting-edge
institutions. In order to return to its theme of “inventing the future,” it is critical that IIT
first catch up with the present by implementing a 3D visualization system.
ENPRO-351 envisions the fulfillment of this opportunity through the purchase of a
commercial 3D projector system. As these solutions arrive ready to operate out of the
box, IIT would immediately regain status on the forefront of research technology. At a
minimum and at lower-cost, IIT could consider funding of a self-built “GeoWall” that
provides similar capabilities. Ultimately, both options provide solutions to the problem.
PRODUCT
A wide-range of 3D visualization systems currently populate the market. Systems range
from auditorium-sized units to individual workstations. It is recommended that IIT enter
the visualization world by implementing a projector-based system capable of
accommodating a flexible range of users. ENPRO-351 recommends the Viz3D SXGA
3D projection system manufactured by VizEveryWhere to achieve this goal. By using
two specially matched SXGA projectors mounted on an engineered stand for alignment,
dynamic 3D images and video are created for display on an optimized 64” x 80” screen.
This display easily accommodates entire class viewing, small group use, or individual
exploration. This system integrates as easily into classrooms and meeting spaces as
commonly used projectors for PowerPoint presentations. The system works seamlessly
with a range of multidisciplinary software already in use at IIT and accommodates a
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variety of hardware platforms, from laptops to graphic servers. Capable of operating in a
fixed location or as a portable unit, the system is flexible and simple to use. Upon
purchase, it can be in operation in fifteen minutes. With a next-day replacement program
and standard two year warranty, IIT is assured of problem-free operation.
The alternative involves the assembly of a self-built 3D projection system commonly
known as a GeoWall. By integrating two standard projectors into a mounting/alignment
stand, a stereoscopic image can be obtained like that from the commercial system. While
there is an estimated initial cost savings from this approach, it is unknown whether this
will hold true over the long-term. Extra IPRO time would be needed for design and
construction of the system, with no guarantee of an operational end product. However,
several universities have successfully taken this approach.
Both systems display interactive 3D models from a variety of software sources by using a
stereo converter to convert an incoming stereo 3D signal to two monitor signals: one for
each eye. These signals are directed to two projectors, which are mounted and stacked
one above the other. A polarizing filter in front of both projector lenses creates a 3D
effect, which is then viewed through polarized 3D glasses.
After the purchase of the Viz3D system or construction of the GeoWall, students and
faculty will be equipped to explore their fields in dynamic and interactive ways that were
impossible before. Entire classes can simultaneously view and manipulate data through
the 3D display. This experience will be invaluable for research. Since these systems are
already in use by industry, students will also be prepared for future use after leaving IIT.
RECOMMENDATION SUMMARY
Primary:
VizEveryWhere Viz3D SXGA Projection System
Alternative:
Construction of an IPRO-built “GeoWall” *See Appendix for specific product details
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CUSTOMERS
Initially, one main group of potential customers can be expected to make use of the
virtual reality system on campus. This group will consist primarily of the school itself,
along with IIT faculty, staff and students. Because of the versatility of the Viz3D
projection system (or GeoWall), the system is expected to provide unique opportunities
and services to each of these customers. These services include:
� Information and Experience with Visualization Technology: The new system will
provide both students and faculty with the opportunity to work with cutting-edge
technology.
� Reputation: The new system will bring IIT more up to date with other institutions
that have had this technology for several years.
� Research: Visualization technology will provide unique research openings
currently unavailable to faculty and staff working on the IIT campus. Research in
psychology, structural biology, military technology and virtual reality can all
benefit from the new system. Not only will new research opportunities present
themselves, but new sources of funding are also expected to become available
(See Below, Potential Sponsors).
� Design: The virtual reality system will provide architects on campus with an
additional tool for the visualization of their designs. Both professors and students
will benefit from fully-rendered interactive 3D displays of their models. Faculty
and students from other majors (including the engineering fields) are also
expected to benefit from this feature.
� A Unique Learning Experience: The new system will provide a new learning
opportunity for students. Visualization technology can be integrated into a
number of courses here at IIT.
o Students in architecture can take advantage of the new system to accustom
themselves with modern technology already used in industry.
o The Computer Science department could make use of the virtual reality
system to expose its students to the field and to give them firsthand
experience with modern technology. One unique course offered at UIC
involves 3D game design compatible with existing virtual reality systems.
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o The BCPS department has expressed interest in the use of a virtual reality
system in a number of their courses, including a graduate structural
biology class, undergraduate biochemistry and biophysics, and the
American Crystallographic Association Summer School in
Crystallography.
o The new system would allow for the creation of a class about virtual
reality and computer visualization.
o The engineering department could also use the system to display 3D
images of models and designs in class.
o Internet communications could take advantage of current research to
network virtual systems between universities and institutions.
o Finally, the new system could be used by other IPROs conducting research
involving 3D models and visualization. These would include IPROs in
structural biology, engineering, robotics, architecture and design.
� Entertainment: The new system may be loaded with compatible games and other
forms of entertainment such as specially prepared movies for students and faculty.
Student organizations on campus would also be likely to find applications for the
new system. Individual use of the virtual reality system could also be a source of
revenue as costs could be charged on a pay-per-play basis.
� Art@IIT: The art gallery could possibly use the virtual reality system. Since art of
technology often involves complex 3D designs, visualization technology could
supplement the works presented. Artists may even be interested in the virtual
reality system.
� Work Experience: The new system will require staff to maintain and market it.
The establishment of the virtual reality system on campus will open new opportunities for
both students and staff at the cutting-edge of technology. It is expected to enrich the IIT
experience for everyone and can provide additional PR for IIT by bringing it to the
forefront of visualization technology. Special arrangements may also be made so that the
system will be on display for tour groups already on campus for the architecture. Further,
as the system becomes more established, the potential customers will expand to include
the local community and potential sponsors.
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POTENTIAL SPONSORS
From multiple searches of funding opportunities for virtual reality, the EnPRO 351 team
identified many grants for research with established virtual reality systems. These
opportunities included regional, government regional, and government national sources.
Many of these grants focused not only on the research conducted with the virtual reality
system, but also on the further development of the visualization technology. Hence, the
government and regional research institutions may provide additional customers for a
newly implemented VR system. See Appendix B for three samples of the grants available
from the National Science Foundation for research and development with visualization
technology.
THE LOCAL COMMUNITY
IIT currently hosts several community-oriented programs through the Digital Media
Center and the BCPS department. Both operate programs that work with local high
schools and may benefit from the new virtual reality system. IIT could expand on the
existing programs or design completely new ones to teach high school students about
modern visualization technology. In this way, IIT may demonstrate its new VR system to
students and spark increased interest in both VR and IIT itself.
EnPRO 351 has spoken to the Digital Media Center which expressed interest in utilizing
the VR system once it is established on campus. This work, along with that of the BCPS
department program could be further coordinated with the IIT Office of Admissions and
even the IIT Communications and Marketing Department. Both would benefit from the
increased exposure associated with the demonstration and use of the virtual reality system
both on and off-campus.
Finally it is possible that the new system may attract its own following independent of the
school or its programs. For instance, modern artists with their emphasis on three-
dimensional forms may be interested in the new system. In this case, reservations could
be made for them to use the system and a fee charged for off-campus users.
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MARKET
The primary market for the new virtual reality system would consist of the students,
faculty and staff of IIT main campus and potentially the IIT downtown campuses of
Chicago-Kent College of Law and the Stuart School of Business. This means a potential
market size of approximately 5000 students and faculty from the main campus alone,
with an additional 1800 from the downtown campuses.
Market Breakdown:
Students on the Main IIT Campus: 4725
Students on Downtown Campuses: 1653
Faculty on the Main IIT Campus: 547
Faculty on Downtown Campuses: 225
IIT Staff: 650
Total 7800*
*Data provided from the latest information available (Fall 2004) from the Office of Admissions, and Office
of Information and Institutional Research:
http://www.iit.edu/admission/undergrad/Fast_Facts/index.html
http://oii.iit.edu/oii/facts/facts.shtml
MARKETING STRATEGY
The VR system on campus will provide a wide variety of applications and opportunities.
In order to ensure the system is used to its utmost potential, it is important to understand
who the customers will be and how to effectively reach them. Here the EnPRO 351 goal
is unique because the primary purpose of the product will not be to generate revenue, but
to offer a special service to the IIT faculty and students. The cost to use the system
would therefore be very low to IIT staff and students. The pricing for students and
professors would generally reflect the following structure: classroom and research
services would be provided free of charge while the use of the system for entertainment
would include a nominal fee. Visitors to the campus would be required to pay a
predetermined fee to use the product. These fees would be used to maintain and/or
upgrade the product.
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Although the use of the new system would not require very large fees, it is still vital that
the system be properly marketed. In order to ensure this, several measures will be taken.
The first of these would be to establish special workshops for students and faculty. As a
specialized vehicle to facilitate learning, research and design, the new system would most
likely require some level of training. The workshops would provide potential users with
the knowledge and skills to make the best use of the VR system. In addition, it would be
a way to demonstrate the system to many people at once. Workshops would be ongoing
and take place several times a year. At the same time as the workshops, students
associated with the VR project would actively ‘recruit’ students and professors by
approaching them and discussing the potential role the new system could play in the
research lab and classroom. This is important to ensure the students and professors on
campus are fully aware of the new system and its applications. These two outlets would
help integrate the new system with existing programs at IIT.
In addition, the new system would be advertised through existing channels on the IIT
campus. These would include the student-run campus newspaper, TechNews. Printed and
distributed weekly, the newspaper provides an excellent outlet for ads, promotions and
reviews. In addition, special events such as the workshop can be announced through the
student mass mailer, sent out twice a week. Additional advertisement can be provided
through posters and fliers, as well as WIIT the student-run radio station, Hawk-TV, and
The Tube, the IIT web portal. In order to reach more alumni and faculty, advertisements
and reviews could also be submitted to Contact, the IIT community bulletin.
Later sources of advertisement can include a website featuring information about virtual
reality and its applications. The website would not only tell viewers about the new system
at IIT but also provide online lessons and a support forum for general users and
developers of the VR system. An email list would also be compiled of users of the new
technology.
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COMPETITION
There are two types of institutions which can be considered competition to the VR system
on the IIT campus: other universities providing VR services and public institutions such
as laboratories and museums. Since the primary customers for the IIT VR system are the
students and faculty on campus, these institutions are not expected to limit the market
size or compete directly with the IIT system. Still it is important to recognize the
potential loss of customers from these competitors and an analysis of each follows.
Most major universities in the country provide virtual reality services for their faculty
(See Appendix E). In Illinois alone, the University of Illinois at Chicago, University of
Illinois at Urbana-Champaign, University of Chicago, and Northwestern University all
possess some sort of VR system. Some have a very long tradition in the field. However,
these universities are not expected to cut into the customer base for the IIT system simply
because the IIT system would be marketed specifically to students and faculty on the
main and downtown campuses. In addition, the services offered will not be the same.
Currently most other universities focus their resources on research and graduate studies.
Northwestern University, for instance, is conducting research with haptic devices which
provide physical stimuli that correspond with the virtual environment. The research is
currently conducted through their school of medicine. Similar trends can be seen at other
schools such as UIC. In addition, certain schools are conducting research in engineering
and psychology. For example, the Virtual Reality Application Center at Iowa State
University offers a master degree program and Ph.D. program in Human Computer
Interaction. Finally, some schools like the University of Illinois in Urbana-Champaign
are offering programs directed towards elementary schools, in order to familiarize
students and teachers with virtual reality systems.
While the IIT system will also be used for research, it will also have unique applications.
In addition to graduate research, the IIT system would be integrated into the regular
classes for students. This will provide a unique learning experience specific to IIT.
Courses in architecture, engineering, biology, physics, chemistry, computer science and
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internet communications can all benefit from VR technology. Finally, it should be noted
that the IIT system can also work with the systems at other universities.
The Electronic Visualization Lab (EVL) at UIC is one of the most advanced VR labs in
the world since professors from UIC invented the CAVE in 1992 and the ImmersaDesk
in 1995. Today EVL has chosen to focus its research on tele-immersion, the joint
collaboration of users from multiple locations in the world through high-speed networks
in shared virtual environments. As with large research institutions such as Argonne, they
have access to the one of the most advanced computing systems in the world through the
High-Performance Computing Research Facility featuring a massively-parallel IBM-
Scalable POWER SP system. Schools with virtual reality systems can access those
systems through participation in the EVL-Argonne research project, Starlight.
It is worth of mentioning that a few years ago the state of Illinois completed the I-WIRE
project - the Illinois Wired/Wireless Infrastructure for Research and Education. It is an
optical "dark fiber" network that links major research institutions and universities in
Illinois such as Argonne National Laboratory, the University of Illinois, the University of
Chicago, Northwestern University, and the Illinois Institute of Technology. The main
purpose of this project is to create a virtual forum through optical networks for joint
research between national laboratories, the communications industry, and academic
institutions. Therefore, the IIT system could actually benefit from existing systems found
at other schools and institutions by working in tandem with them on network projects.
Finally, national research institutions and laboratories can be considered competition
because they offer public access to their virtual reality facilities. Museums such as the
Adler Planetarium and the Sci-Tech Museum in Aurora employ VR systems to educate
visitors on specific subjects. Although they would not be expected to harm the market
size from IIT students, it is possible they would limit the number of off-campus visitors
we receive each year. However, most museum-based systems serve display purposes only
and do not let visitors interact with the display. They are educational movies on a specific
topic. The IIT system would serve a much wider role and would allow guests to interact
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with the system and learn about the VR system itself. These are services that are not
provided by museums such as the Adler Planetarium and therefore give the IIT system an
advantage over the museum models.
In the last twenty years, the list of institutions that have begun research into virtual
environments has grown rapidly. However, IIT has not yet added itself to that list. Right
now, the school has the opportunity to join the rest of the world’s major universities in
the field of virtual reality and remain competitive. The biggest threat from the existing
competition is that their technology and experience will far surpass the school while IIT
waits on obtaining a virtual reality system.
FINANCIALS
The financial costs involved in this undertaking will essentially be required in two areas;
namely: initial cost of purchasing equipment and maintenance costs. The cost of
equipment will obviously depend on the type of installation that is decided upon;
however purchase costs for the Viz3D and GeoWall options are listed in the table below.
The costs of renovation or making space for the “facility” are negligible because we
believe that the best VR options for IIT are portable and thus this eliminates any possible
space costs. There may be specific costs for different software titles. However, many of
the installations that we looked at come bundled with enough software to start up.
Therefore software limitations are not expected to be a problem until well after the
system has been implemented on campus.
Total Costs
VR System Total Cost (Standard Configuration) Maintenance Costs
VIZ-3D < $ 55,500 (MSRP) Negligible
GeoWall Est. $ 8,000 - $20,000 Negligible
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Since the GeoWall is assembled by a team of students or professors, the breakdown of
the estimated costs of the individual parts is included below. Price quotes are given from
corporations with experience with VR technology.
GeoWall Costs
GeoWall Parts Cost* Source From Website
Cart $500 Anthro Corp www.anthro.com
Stacker $500 Audio Vision Inc www.audiovisionsinc.com
DLP Projectors (x2) $7000 for Both Projector Point www.projectorpoint.com
Screen $200 Projector Point www.projectorpoint.com
Computer $3500 Reason Computers www.reasoncomputer.com
Total $11700
*Plus Taxes and S/H. All Prices Approximate.
Of course, parts can be found from existing hardware on campus. While the projectors on
campus are LCD models and therefore do not match the requirements of the GeoWall, a
suitable cart may be found amongst the existing projector and computer carts already in
use at IIT. In addition, the GeoWall utilizes a regular computer. Therefore any high-end
computer that is available could be used for the GeoWall. Finally the school possesses a
number of portable and fixed screens. Therefore the total cost of the GeoWall is likely to
range from $8000 at minimum to up to $20000, should the school choose to buy the best
equipment possible.
Since the Viz3D projection system and GeoWall are small and portable, the cost for
storage space should be minimal. In fact, it is expected that the VR system will not
require much more room than the standard projector cart. In other words, either system
would only require a secure closet for storage. Maintenance of either system is, as already
noted, negligible. Therefore the only real cost associated with the Viz3D system and
GeoWall are the initial start-up costs and any funds allocated to software or hardware
upgrades of the system.
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PATH FORWARD
The path forward progresses in three primary stages. In the current stage, start-up funds
are identified and, if possible, acquired. In the first stage after funds are found, the new
system is installed and integrated with the classes and programs already on campus.
Finally, in the third and ongoing stage, staff and maintenance are provided to facilitate
the use of the system and keep it in good condition.
Stage 1 Stage 2 Stage 3
Stage 1A
Stage 1B
Stage 2
Stage 3
Current
Enpro 351 is identifying sources of funding for the installation of a virtual reality system
on campus.
Stage 1: Fall 2005
Stage 1A
Funds are acquired and spent on installation of the virtual reality system on campus.
IPRO team is designated to build and maintain the system, as required. This would
become necessary should the GeoWall approach be favored. The Viz3D system is
acquired as a package and would not require a build stage or build team. A permanent
storage space is determined and the possibility of a display space is considered. System
for check-out of equipment is established. Teams familiarize themselves with the VR
system and teach any incoming members.
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Stage 1B
Positions such as Director and Public Relations Operative are filled (See Team Below).
One sub-team is allocated the task of promoting the system on campus through fliers and
other media (See Marketing Strategy). The team also speaks to and works with
departments to help integrate the system into the IIT curricula. Potential applications of
the system are explored and fulfilled. Initial training sessions and workshops are
conducted for faculty and students.
Stage 2: Spring 2006
The virtual reality system is marketed and promoted to the entire campus and the Chicago
community. Local high schools may be invited to work with the system and learn about
both IIT and virtual reality. Demonstrations and workshops for the system including
examples of its various applications are planned and implemented. Continue to integrate
system with departments on campus including, but not limited to, academic departments,
marketing, student activities, admissions, and the Digital Media Center. Work with
vendors to prototype the virtual reality system and begin advanced workshops for
professors and students who have some experience with the technology. Consider the use
of the system for entertainment.
Stage 3: Continuous
Stage 3 encompasses the daily workings of the virtual reality system. The team will
continue to collaborate with departments for additional applications and ongoing
promotion on and off campus. A team of software or hardware developers may be
assigned the task of upgrading and advancing the virtual reality system on campus.
Second level funding in the form of research grants to develop the virtual reality system
are investigated.
PROGRESS TO DATE
In looking into the possibility of VR on the IIT campus, a variety of actions were taken
by the Spring 2005 EnPRO 351. The team was split into two groups: a research group
and a funding group. The progress of each group is listed below.
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Research Group
Investigated virtual reality systems currently available, the technology and software used
on other campuses and the applications on the IIT campus. The team also worked to
promote virtual reality on the IIT campus.
1. Compiled a list and compared the different virtual reality systems commercially
available, with prices where possible. (See Appendix A)
2. Researched virtual reality centers at other schools and institutions. Visited the
UIC electronic visualization lab and examined current developments in VR
technology.
3. Attended demonstration by EON group here at IIT.
4. Promoted awareness of virtual reality and its applications through articles in
TechNews (See Appendix D) and on WIIT.
5. Analyzed the various systems researched and decided the Viz3D SXGA 3D
projection system and GeoWall represented the best candidates for a virtual
reality system on campus.
6. Examined the potential applications on campus and gauged faculty interest for the
GeoWall.
7. Examined the software compatibility of the GeoWall software and existing
software on campus. (See Appendix C)
Funding Group
Researched grant funding for the installation of a virtual reality system on campus,
including:
1. Met with grant department to learn about databases, sources, proposals, and types
of grants.
2. Researched governmental agencies (NSF) offering funding at the state and
national level.
3. Approached Digital Media Center concerning possible sources of funding on
campus. (No Available Funds for Start-Up)
4. Compiled a list of grants including contact information, requirements, focus,
amount and deadlines. (See Appendix B)
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THE TEAM
The VR project will run in stages and will therefore require a different at each stage of
development. The follow-up IPRO to the Spring 2005 EnPRO 351 is expected to handle
Stage 1. Members of the IPRO can come from any discipline, but it is important to note
that the specific roles of the members may more easily lend themselves to students in
certain majors.
In Stage 1 and 2, students will be needed to build and/or maintain the system and
software, depending on whether funds are acquired for the Viz3D System or the
GeoWall. In addition, the team will need to promote the system and train users in its
proper use. These roles may be assigned in any manner and with multiple people in each
role. Electrical engineering, computer science, business, and education are some of the
fields which may find the IPRO particularly engaging. Of course, students from any
major are welcome to join and make their own unique contributions.
There are multiple possibilities after Stage 1 and 2. The school may be satisfied with the
VR system, or it may choose to expand on it. Should the school choose to expand the
program, the teams from Stage 1 and 2 may be required to continue the integration of the
system into the school’s programs and classes. Otherwise, the teams will no longer be
necessary and a longer-term team may become necessary to maintain the system. This
team would be comprised of a few individuals, made up of the following roles or
positions:
� Director: Accountable for the operation of the facility. Leads the staff in ensuring
the success of the center. In charge of scheduling the center’s use.
� Public Relations Operative: Answerable for the marketing of the center, both to
persons at this school such as professors and students, and to the world.
� Technical Expert: Responsible for the technical aspects of the virtual reality
device. Makes repairs and upgrades, orders parts when necessary, and loads
software onto the machinery. May be comprised of multiple people as necessary.
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� Tour Guide: Acquaints new users with the technology. Presents background
information and instructions for proper usage to classes and visitors. May be
aided by an assistant.
RISKS
Risks are associated with any new venture and it is important to identify those risks so
that they may be accounted for and managed. Here it should be noted that the risks of the
VR system are not typical because the profits of the system are not of monetary value
alone. There are several risks associated with the implementation of a VR system on
campus. These risks have been identified and methods of management have been
developed so that none of these risks should cause a major problem:
� The Chosen VR System Becomes Obsolete: It is possible that the Viz3D system or
GeoWall may become obsolete in the near future. The recommendations made in
this plan were made for a variety of sound reasons, but it is not entirely possible
to account for new technology. This risk is mitigated by the fact that, even if the
system obtained becomes obsolete, IIT will still have a suitable system for its
classes and research. While it may not be able to claim it is on the cutting-edge of
visualization technology, the school can still make use of the other applications of
the system. In addition, IIT will still be farther along in the field of visualization
than it is currently in. Furthermore, the existence of the system on campus would
likely increase the likelihood of outside funding to obtain a new system. In other
words, the system obtained by EnPRO 351 could potentially pay for a more
complex and expensive system in the future.
� The Center is Unused: There is the risk that the VR system will not be used. This
risk is highly unlikely. Based on the research already conducted, interest in the
system is high in several departments. In addition, the follow-up IPRO to the
EnPRO would be in charge of advertising and informing the faculty and students
of the applications of the new VR system. With proper marketing and education
about the new system, it will most likely be an asset valued by most departments
and students.
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The risks associated with the VR system are few and easily manageable. Perhaps the
bigger risk would be to not obtain virtual reality at IIT right now. In the research
conducted by the team, it was noted that most of the grants available for VR research
assumed experience with VR. In other words, the school has already missed out on the
grants available for schools seeking to implement a new VR system. The University of
Illinois, the University of Chicago, and Northwestern University all have virtual reality.
IIT does not. That makes the school less competitive due to a lack of technology. It is not
too late to tap into the potential of VR, however. Many schools have let the potential of
this technology remain untapped. If IIT were to integrate VR into its educational
curriculum, it would almost immediately stand out amongst schools with VR. IIT could
truly invent the future.
SUMMARY
A survey of schools (See Appendix E) reveals that many institutions already posses VR
technology. As a technical school devoted to ‘inventing the future,’ it is important that
IIT retain its position as a leader at the forefront of technology. Our job for EnPRO 351
was to research and evaluate potential systems for the university and determine the
feasibility of VR on campus. We researched numerous possibilities and found the
potential for virtual reality on campus to be tremendous. In addition, we determined that
the Viz3D projection system and GeoWall are the best options for IIT. We also mapped a
plan to integrate the VR system on campus. Finally the team found that grants were
unavailable for start-up institutions: those grants have been replaced by funds for
universities and institutions with experience in VR.
This means the university is behind in the area of visualization technology. IIT can no
longer afford to ignore the absence of VR on campus. Acquiring a visualization system
should be an important priority. The benefits greatly outweigh any potential risks or
financial concerns. Current and future students expect an “institute of technology” to
lead the way in educational opportunities, which can only be done by providing
contemporary facilities and curricula. By choosing to acquire a 3D visualization system,
IIT can assure its position in the competitive technology education environment.
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APPENDIX A: VR SYSTEMS
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GeoWall Construction/Setup:
1. Introduction This documentation details the procedure one has to adopt for putting together a Geowall.
1.1 What is a Geowall?
In plain terms, a Geowall is a low cost visualization system. It is a desktop PC running Windows, Linux or Mac OS X, with a fast graphics card, two projectors and a screen. Each of the projectors display a computer generated image for each eye. Filters placed before the bulb of each projector polarize the image. When a viewer puts on polarized glasses, he can see a true 3D image. This is called 'passive stereo'. A significant advantage of passive stereo is that the images can be viewed using cheap 3D glasses and avoids the costly shutter glasses which active stereo requires.
1.2 What is it used for?
The Geowall, being a low cost system became instantly popular among the research circles. It found usage in data visualization and also in teaching science to college and graduate level students. EVL set up the first Geowall at Chicago; since then at least 80 Geowalls have been set up at universities, research laboratories and museums throughout the United States. A good Geowall system can now be set up for as low as 8500 USD.
1.3 Geowall and the Access Grid
The first prototype of the Geowall was christened 'AGAVE' Access Grid Augmented Virtual Environment. The idea was to support interactive observation and sharing of 3D data sets between sites that already have Access Grid nodes established. The Access Grid provided the video and audio channels required for collaborative work; the AGAVE was a new visualization system to assist data analysis by scientists. The AGAVE was renamed the 'Geowall' when geoscientists understood the benefits of using a stereoscopic system in studying the Earth's interior and natural phenomena.
The Geowall was incorporated into EVL's vision of Scientific Workspaces of the Future called 'Continuum' spaces and funding was received through the SWOF Alliance expedition. Software like 'Immersaview' was developed to support collaboration.
Besides this document you can also refer to the following : 1. The Geowall Consortium.2. The AGAVE site at the Electronic Visualization Laboratory.
If you have any questions please email the CAVERN group at [email protected]
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Fig 1: This is a typical Geowall set up. Roll the mouse over the individual circled components to see an enlarged view.
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2. RequirementsThe following is an exhaustive list of the hardware and software the Geowall requires.
2.1 Hardware
2.1.1 Computer: Any standard PC with a powerful graphics card can be used for the Geowall. The machine may run on Windows, Linux or Macintosh OSX. The only unique component is the video card : it should support 'Twinview' or in other words the video card should have two outputs. You will connect a projector (and/or a monitor) to each head of the card.
Fig 2.1- A Geowall PC with two monitors.
Component Description CommentsThe faster the better. A dual CPU is not necessary, but if you can afford it go ahead and get two CPUs.
Pentium III/IV 1 GHz CPU
Minimum 512 MB RAM
The more the RAM the better the performance. Most Geowalls out there have 2 GB RAM. Hard disk depends on your requirements. The largest known configuration of a Geowall was 3.5 GB RAM/ 500 GB hard disk
Memory 20 GB hard disk space
NvidiaGeForce4 Ti
4600 or
Your graphics card must support Twinview i.e. it must have 2 video outputs. You can also use one of graphics cards from other vendors like
Graphicscard
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NvidiaQuadro4 900
XGL
ATI (Radeon cards).
Between the GeForce4 and the Quadro4, you should do a cost-benefit analysis. The Quadro4 has more capabilities (it can do quad-buffered stereo) and is more expensive. It is advisable to insert the graphics card in the AGP slot if available in the PC.Keep your computer plugged into at least one monitor, so that you can use the machine as a regular desktop too.
LCD/CRT - 2 nos.Monitors
Next make sure your computer has the following system software:
Software Description CommentsIf you order a PC from a vendor, it will probably have Microsoft Windows XP Professional (or Home) already installed; so it is ready for use. Geowall users typically install Linux on the machine and make it dual boot. 'MacGeowalls' (Apple's Macintosh computers) also exist; but the Windows/Linux dual boot combo is most common. Most Geowall application software run on all three platforms.
Windows 2000/XP,
RedHat Linux 7.3/8.0, Mac OS
X
OperatingSystem
Windows: download the
unified drivers. Quite
straightforward.
Linux:download2 files - a GLX driver file and a
kernel driver file. Run the
NVchooser.shutility that
Nvidia provides to find out
exactly which drivers are required for your system.
Drivers for graphics
card
Get the latest drivers from the NVIDIA web site http://www.nvidia.com or the vendor whose cards you are using.
Application Immersaview, These are all described here. You can do this
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software Walkabout,Wallview,
Viewer
after your Geowall has been set up.
Miscellaneous Hardware/Software
Treat the Geowall machine as a regular desktop PC i.e. if you need sound install a sound card and speakers;put it on the network etc.
2.1.2 Signal Splitter.
It is useful to connect two monitors to the Geowall PC alongwith the two projectors. This means that you need four video signals from the dual headed graphics card. This can be achieved with a 'Signal Splitter'. Extron makes these.
This is optional as the projectors have data backs that provide an output to the monitor. But if your projectors are turned off then, the monitors will not receive a signal. With the splitters, you can use your Geowall PC as a regular workstation when you do not need the projectors to be lit.
Fig 2.2 A Signal splitter
2.1.3 DVI-VGA converter
The graphics cards may have two Digital video Interface (DVI) ports or a 15 PIN VGA and a DVI port. VGA cables are more commonly available and CRT monitors usually have only VGA connections (LCD monitors come with both type of connections). A DVI-VGA converter will allow you to run VGA cables between a projector and the graphics card output.
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Fig 2.3 A DVI-VGA Convertor
The Quadro4 card has only DVI outputs, so if you use VGA cables you will need two such converters. Technically, the connections should be DVI since signal conversion may degrade the video quality. The degradation is very minor, so using VGA connections on your system is recommended.
2.1.4 Projectors
Use two Infocus LP530 DLP projectors for your Geowall. They are stacked on top of each other so that the images overlap. When the Geowall project started out we used the Infocus LP350 projectors, but the 530s are much brighter and the reconditioned ones are cheaper too.
Fig 2.4.1 - Table Mounted Fig 2.4.2 - Ceiling Mounted
The light emitted by DLP projectors is not polarized and so the Geowall was designed with DLP projectors instead of LCD projectors. The latter are typically pre-polarized, so you cannot control the polarization with filters.
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2.1.6 Projector Screen
The projection screen is coated with a special polarization preserving material. Not just any screen will work with polarized light. For a front projection system, the screen is a 'Da Lite silver surface screen' or just a 'silver screen'. Chances are that you don't have a silver screen unless you have an AV closet that hasn't been cleaned in 30 years. Front projection screens also come with a stand and a carrying handle; so they are handy when you want to travel with a Geowall.
Rear projection screens that preserve polarization are also available. These are custom made and coated with 'Disney black film'. These are costlier and used only there is space available for rear projection. The contrast on these screens is much better than the front projection screens.
Fig 2.5 - Front projection Screen
In general EVL recommends rear projection unless budget or room constraints prevent you from doing so.
2.1.7 Polarizers
The light which is projected on to the screen needs to be polarized. You have to attach filters in front of the bulbs on the projectors. This section describes the types of polarization available and where you can get them.
Linear Polarization Circular PolarizationLight is polarized in either the
horizontal or the vertical direction.
Light is polarized in the clockwise or the anticlockwise direction.
Cheaper. But you lose stereo when you tilt your head.
More expensive. Stereo is maintained even when viewers tilt their heads.
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EVL recommends the use of circular polarization.
TIP:Polarization filters remove 62% of the light and that energy has to go somewhere. Some of it is reflected away but most is dispersed though heat. If the filters are too close to the projector and the light is concentrated in a small area the filters will begin to depolarize and melt. The way around this is to move the filters as far away from the light source as possible
Fig 2.6 a - Circular Polarizers components Fig 2.6 b. Polarizers with holders.
The setup procedure is described here
2.1.8. Stereo glasses
All viewers of the GeoWall wear glasses to see stereo. Glasses are available as disposablepaperversions,reusableplastic and aviator style. The type of polarization(linear or circular) has
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to match the type of polarizationused on the projector.Thepolarizedstereoglasses cost much less than the LCD shutters used in active stereo.
Fig 2.8 - Stereo glasses.
2.1.9. Stand.
This is required in case of the front projection systems and the two projectors are placed in front of the screen on the stand and then aligned.
Fig 2.9 Stand for projectors.
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3. Set Up Procedure3.1 Set up the PC
The system requirements were described in this page. Connect your monitors, keyboard, mouse and splitters. Make sure that Twinview (i.e. the graphics card has two outputs)works and for now set up the desktop for horizontal span (described below in Section 3.1.1). Applications for the Geowall require either 'Clone mode ' or 'Horizontalspan' on the graphics output.
3.1.1 Set up Display Modes
Horizontal span
Here is a brief description on how to get horizontal span on Windows and Linux for the Nvidia cards.
Windows 2000/XP:1. Right click on your desktop. Choose Properties->Settings->Advanced.2. Click on the 'Quadro4 900XGL' tab. Look for 'nView Display Mode'. You should see the following window:
Fig 3.1 NVIDIA display modes. - Horiozontal span
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3. Click OK. This is the general process for Nvidia's cards. If you are having trouble configuring Twinview take a look at Rob Newman's page on the Geowall at the Scripps Institute of Oceanography.
Linux:
1. The /etc/X11/XF86Config-4 file controls how the display should look. Please look at the README file that Nvidia provides. The following is a chunk out of this file relevant to setting up Twinview.
Section "Screen" Identifier "Screen0" Device "NVIDIA GeForce 4 (generic)" Monitor "Monitor0" DefaultDepth 16
Subsection "Display" Depth 16 Modes "1024x768" "800x600" "640x480" EndSubsection
Option "TwinView" Option "SecondMonitorHorizSync" "31.5-48.5" Option "SecondMonitorVertRefresh" "50-70" Option "MetaModes" "1024x768,1024x768" Option "TwinViewOrientation" "RightOf" #Option "TwinViewOrientation" "Clone" #Option "Stereo" "4"
EndSection
You can download an example XF86Config-4 file here. This file is configured to run in 'Clone mode' where both your monitors will show the same desktop instead of the desktop being stretched across. Change the 'TwinViewOrientation' to 'RightOf' (or 'LeftOf') ; restart the Xserver and you should see the desktop stretch across the two monitors.
Clone mode
Here is a brief description on how to get Clone mode on Windows and Linux for the Nvidia cards.
Windows 2000/XP:1. Right click on your desktop. Choose Properties->Settings->Advanced.2. Click on the 'Quadro4 900XGL' tab. Look for 'nView Display Mode'. You should see the following window:
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Fig 3.2 NVIDIA display modes. - Clone mode
Choose the OpenGl settings and enable quad buffered stereo API as shown below in fig 3.3-a. Also choose additional properties and enable stereo in OpenGL and 'Use nView clone mode' as shown in fig 3.3-b .
Fig 3.3-a OpenGL settings
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Fig 3.3-b Additional OpenGl properties
3. Click OK.
Linux:
1. The /etc/X11/XF86Config-4 file controls how the display should look. Please look at the README file that Nvidia provides. The following is a chunk out of this file relevant to setting up Twinview.
Section "Screen" Identifier "Screen0" Device "NVIDIA GeForce 4 (generic)" Monitor "Monitor0" DefaultDepth 16
Subsection "Display" Depth 16 Modes "1024x768" "800x600" "640x480" EndSubsection
Option "TwinView" Option "SecondMonitorHorizSync" "31.5-48.5" Option "SecondMonitorVertRefresh" "50-70"
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Option "MetaModes" "1024x768,1024x768" #Option "TwinViewOrientation" "RightOf" Option "TwinViewOrientation" "Clone" Option "Stereo" "4"
EndSection
You can download an example XF86Config-4 file here. This file is configured to run in 'Clone mode' where both your monitors will show the same desktop instead of the desktop being stretched across. Change the 'TwinViewOrientation' to 'RightOf' (or 'LeftOf') ; restart the Xserver and you should see the desktop stretch across the two monitors.
3.2 Set up screen and projectors.
This step involves the mounting of projectors and placing the screen.
There are two projection techniques:
Front projection Rear projectionThe main advantage of front projection is that it takes less space to setup i.e. you don’t need space behind the screen to place the projectors.
Rear projection is useful when you have space behind your screen for the projectors.
If you want the experience to be immersive you must use rear projection so that the viewer can walk up to the screen to allow their peripheral vision to be covered by the screen. Setting up a tracking system works better with rear projection.
The audience will cast a shadown on the screen if they stand close to the screen. The immersive experience is lost.
Rear projection screens called 'disney black screens' are custom made and more expensive. The color contrast is much better than front projection screens.
Front projection screens are commonly available and are known in normal parlance as 'silver screens'.
If immersion isn’t absolutely necessary, and stereoscopic 3D is the main goal, then front projection works effectively. Rear projection systems are a little more cumbersome to set up and more expensive, but the display is more compelling than front projection.
Again, there are two ways you can mount the projectors:
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1. Ceiling projection. 2. Table Mounted projection.
1. Ceiling Projection
In this case the projectors are hung inverted from the ceiling and The projectors are usually hung from a slot in the ceiling to hold them, so that they face the screen.
Fig 3.2.1- Ceiling mounted projectors (front view) with polarizers in front of the bulb.
Fig 3.2.2- Ceiling mounted projectors (rearview)
Mount projectors on a metal (or fire treated wood) shelf 10" x 2 feet, side by side with the lenses as close together as possible, with their horizontal crosshairs aligned and their vertical crosshairs parallel. In this case since both the projectors are inverted as seen from the screen the options in the projectors must be changed to produce inverted images so that they beocme straight when projected on the screen. This can be done by using display controls in the projectors.
TIP : When you order projectors from the vendor, remind him to send you the data backs (look at fig. 3.2.2) for the projectors. These modules allow for more connections like VGA, DVI, composite, monitor out etc.
2. Table Mounted Projection
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In this type of mounting the projectors are just placed on two slots on the stand. Knobs on the sides of the stand can be used to adjust the directionin which the projectors throw light.
Fig 3.3 - Table mounted projection.
TIP : Set the brightness on your projectors to 50%. The bulbs and the polarizers will live longer.
3.3 Split signal from the Graphics card.
The signal from the ports of the graphics card are give to two splitters one for each eye. The signal for the right and left image are split up and the two signals from each splitter are given to the monitor and projector respectively i.e the signal from the 2 splitters for the left and right images must be next given as input to the respective projectors. The converter from VGA to DVI if needed needs to be employed.
3.4 Set Up Polarizers
The polarizers need to be setup next in front of the projectors so that the light from the projectors gets polarized. Stick the polarizer on the projector using velcro. In our early experiments we used duct tape or paper clips to fix the polarizers directly on the bulb; it's safer to stick them at least 5 inches out in front of the projector bulb. The pictures below illustrate the step-by-step technique to put polarizers together.
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Fig 3.4.1 The Components in a polarizer set up. Fig 3.4.2 The polarizer clipped to the holder.
Fig 3.4.3 Polarizer set on the projector.
3.5. Alignment of Projectors
The alignment of the projectors is the most important and time-consuming part of the assembling process. Download this image as a jpg or as a ppm. You can view it with Irfanview or with Internet Explorer in fullscreen mode on Windows. On Linux use Viewer or just use xview (type xview -fullscreen GeowallAlignnment.jpg)
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Fig 3.5 Alignment Pattern
The projectors are said to be aligned when most of the left and right images geometrically overlap on the screen. It's almost impossible to get every part of the images to overlap perfectly since the projectors do not have shift lenses in them; so concentrate on getting the central portion of the image to overlap. In particular, get the words 'Geowall Alignment', the color bands and at least one of the words 'Focus' to overlap. Vertical disparity between the left and right eye images will hurt the viewer more than horizontal disparity in the alignment;so try to avoid vertical disparity.
TIP :You can use the knobs on the stand or the mount to make the projectors throw light on the screen.the projector has adjustments for adjusting the focus and the zoom on screen. Use them to help with the alignment.
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APPENDIX B: FUNDING PROSPECTS REPORT
Three examples of grants available or awarded in the past in the area of virtual reality
research are presented here. The grants are specific to National Science Foundation and
do not reflect the complete range of potential funds for research and design for
institutions with prior experience with virtual reality.
Table of Contents
1. Virtual Reality: Understanding Massively Parallel Computer Systems 21
2. STTR Phase I: Lifelike Virtual Tutors to Support Authentic Learning 23
3. ITR/AP: Simulation of Machine-Medium Interaction in a Real-Time 24
Virtual Environment
STTR Phase I: Lifelike Virtual Tutors to Support Authentic Learning
NSF Award Abstract #0441586
NSF Org: DMI
Award Instrument: Standard Grant
Program Manager: Sara B Nerlove
DMI Division of Design, Manufacture & Industrial Innov
ENG Directorate for Engineering
Start Date: 1 Jan 2005
End Date: 31 Dec 2005 (Estimated)
Awarded Amount to Date: $99970
Investigator: Edward Sims, [email protected]
Sponsor: VCOM3D, Inc.
3452 Lake Lynda Drive
Orlando, FL 32817 407/737-7310
NSF Program: Research on Learning and Education
Abstract: This Small Business Technology Transfer (STTR) Phase I Prodct will
develop a proof-of-concept Web-delivered Virtual Reality simulation that
incorporates lifelike virtual tutors capable of manipulating simulated
objects and communicating in written or spoken English or sign language
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into TERC’s Marble Roll – an online challenge for Grades 4-8. This
research builds on VCOM3D’s and TERC’s use of avatars for
communication of scientific concepts to Deaf and Hard-of-Hearing
students. However, it extends the current capabilities from being
communication aids to being mentors, participants, and/or interpreters
who support all students in developing standards-based abilities of
scientific inquiry and understanding of fundamental concepts related to
forces and motion. The result will include 1) developing a proof-of-
cencept VR simulation that challenges students to solve a problem and
integrates the publication, comparison and analysis of their data; 2)
evaluating the simulation’s effectiveness in supporting all students’
understanding of standards-based science content and process and attitude
toward it, including those with special needs; and 3) identifying
requirements for an authoring tool to create a group of VR simulations.
Successful proof-of-concept will lead to cost-effective, high quality, and
more accessible authentic learning experiences for all students. This
project provides an opportunity through the development and testing of
new universal access and design features to broaden participation of
underrepresented groups in authentic learning experiences. These features
include the ability for students to select an avatar according to race, gender
or ethnicity; low bandwidth modern requirements for use in areas without
a technology infrastructure; and sign language interpretation for deaf/hard-
of-hearing students. A virtual tutor provides constant attention to students’
actions and ideas, using verbal and visual modes of communication
appropriate for that student – a benefit rarely realized in most classroom
settings and one that advances discovery and scientific understanding and
promotes learning that can continue over a lifetime. Additionally, learning
with a VR simulation dramatically increases access to age-appropriate
standards-based learning for students in classrooms without laboratories,
in hospitals, and for those with mobility disorders or special learning
needs including dyslexia and attention deficit disorder. By publishing the
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Virtual Marble Roll and commercializing an authoring tool for creation of
new, universally designed VR simulations, and by licensing the virtual
tutoring technology, the partners will promote widespread use of the
proposed research and development that will support future enhancement
and applications.
ITR/AP: Simulation of Machine-Medium Interaction in a Real-Time Virtual
Environment
NSF Award Abstract #0113745
NSF Org: CMS
Award Instrument: Standard Grant
Program Manager: Mario A Rotea
CMS Division of Civil and Mechanical Systems
ENG Directorate for Engineering
Start Date: 15 Aug 2001
End Date: 31 Jul 2005 (Estimated)
Awarded Amount to Date: $399999
Investigator: Jamshid Ghaboussi, [email protected]
Youssef Hasash
Volodymyr Kindratenko
Sponsor: University of Illinois at Urbana-Champaign
801 S Wright Street
Champaign, IL 61820 217/333-2187
NSF Program: ITR Small Grants, Control Systems Program
Information Technology and Infrastructure System
Abstract: This project is a joint multidisciplinary industry-academia research effort
to develop an advanced virtual reality environment for modeling earthmoving equipment
interaction with the surrounding medium such as soil. The project will take advantage of
rapid developments in hardware, software and information technology to develop a real-
time virtual environment for machine-medium interaction that includes realistic force-
feedback. The proposed development will enhance the design of the earthmoving
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equipment and improve the design cycle. It will also open up venues for application for
VR for machine medium interactions.
Virtual Reality: Understanding Massively Parallel Computer Systems
NSF Award Abstract $9212976
NSF Org: IIS
Award Instrument: Continuing Grant
Program Manager: Gary W Strong
IIS Division of Information and Intelligent Systems
CSE Directorate for Computer & Information Science &
Engineering
Start Date: 1 Oct 1992
End Date: 21 Mar 1997 (Estimated)
Awarded Amount to Date: $500000
Investigator: Daniel Reed, [email protected]
Sponsor: University of Illinois at Urbana-Champaign
801 S Wright Street
Champaign, IL 61820 217/333-2187
NSF Program: Special Programs-Reserve, Human Computer Inter Program
Abstract: This is the third year of a three-year continuing grant. Understanding the
dynamics of massively parallel computer systems is critical to advancing the state of the
scientific art. Increasing numbers of scientist use high-performance computer systems as
their only tool. However, it is impossible to accurately predict performance of application
programs of massively parallel processor systems and it is difficult to identify the
response for poor performance. This work is to use a head-mounted display and virtual
reality technology to develop virtual environment representations of the time varying
state of a parallel computer system. Immersion view models will be developed for data
representation and process control. Much of the work will focus on the development of
appropriate visual and aural idioms for computer and application scientists, making
immersive performance analysis readily understandable.
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APPENDIX C: SOFTWARE SUMMARY, Viz3D
Anatomy:
Visible Human Amira
BioMedical VoxelView
VR Medical Simulation Vis5d
Bitplane Imaris Image Instruments GmbH
Cubispace Plugin for 3DS Max Improvision Volocity
VOXEL-MAN 3D-Navigator IVS-Solutions VoXim
Chem/Bio Molecular Modeling:
Amira AutoDock
Bodil CAChe
Cerius2 Chemsuite
ChemViz Chimera
ChimePro Discovery Studio
Gaussian98 GOpenMol
Hyperchem Imagic-5
Insight 2 Iris Explorer
KmMol MAGE
MOE O
QUANTA Protein Explorer
PyMOL RasMol
Raster3D SYBYL
VEGA Vis5d+
Visualization Toolkit VMD
WebLab Viewer Pro CAChe Group BioMedCAChe
LION bioscience AG SRS3D Theo. and Comp. Biophysics Group VMD
Actify SpinFire Pro MindAvenue Axel
Parallel Graphics Cortona VRML Client Surpac Minex Group Surpac Vision 5.0
Wavefunction Spartan 2.0 Virtuale3D vCollab
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Engineering/CAD/CAE/CAM:
Autodesk AutoCAD CATIA
CEI EnSight, CEI EnLiten, CEI EnVideo IDEAS PRO/E
Microstation Solidworks
Unigraphics Parametric Technology Pro/ENGINEER
Discreet 3D Studio Max Dassault Systems CATIA V5R13
ICEM Technologies IcemSurf CATS GmbH PYTHA v17
Alias Studio Tools GTA GeoInformatik GmbH tridicon
UGS PLM Solutions Teamcenter
Geoscience/Energy:
ArcGIS Geoprobe
Petrelworks Vgeo
Midland Valley 4DVista Schlumberger/Voxelvision GIGAviz
Earth Decision Sciences GOCAD 2.07 AGI Satellite Tool Kit
Leica Geosystems Erdas Imagine
Content Development:
3DStudio EON Reality
Maya Virtools
Direct3D OpenGL Games Arius3D
Virtual Reality Development:
CAVElib VRScape
VRJuggler
Industrial Imaging Simulation Software:
BS Contact VRML Parallel Graphics Cortona VRML Client
VirCinity COVISE Tecnomatix eM-Workplace
Eyecadcher | media VR Reachin
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APPENDIX D: TECHNEWS ARTICLES
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APPENDIX E: UNIVERSITIES WITH VR SYSTEMS
1. Partial list of universities/institutions already utilizing Viz3D technology:
Harvard University Sam Houston State University
Williams College Indiana University
University of California – Irvine Landmark Halliburton
Shippensburg Egea Biosciences
Penn State Christina Care
NASA Glenn University of Minnesota
Brigham Women’s Hospital Proctor and Gamble
Delaware Technical College Incyte
Montana State University University of Rhode Island
Schlumberger FMC
Walsh University Boehringer Ingelheim Pharmaceuticals
Vanderbilt University Delaware Technical Community College
Howard Hughes Medical Institute University of California – San Diego
Encada Oil University of Illinois – Chicago
Allergan Colorado State University – Pueblo
University of Puerto Rico Cornell University
National Institute of Health Foryth Technical Community College
University of Florida SGI
Abu Dhabi National Oil Company Texas A&M
University of Kansas University of Cincinnati
Brigham Young University Anadarko Oil
Fort Abraham Lincoln Foundation Bergen Community College
Nassau County Community College Astrazeneca
Suffolk County Community College Bristol Meyers Squibb
National Research Council of Canada Brookhaven National Labs
Delaware State University University of California – Berkeley
University of Hawaii – Manoa
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2. Partial list of universities/institutions utilizing other VR technology:
Universities Cave Immer aDesk Wallss
Boston University 2
Brown University 1 1
1 1Indiana University
Iowa State University 1
Michigan State University 1
Mississippi State University 1
Northwestern University 1
Ohio State University 1
1Old Dominion University
Penn State University 1 1
1Pittsburgh Supercomputing Center
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Purdue University 1
Stanford University 1
niversity of CaliforniaU 1
1University of Chicago
University of Huston 1 1
University of Illinois (ACCESS) 1
University of Illinois at Chicago (EVL) 2 14
University of Illinois at Chicago 2
(VRMedLab)
U. of Illinois at Urbana-Champaign 11 2
(NCSA)
University of Iowa 4
University of Michigan 1
University of Minnesota (LCSE) 1
1University of Utah
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West Virginia University 1
University of Wisconsin 2
Virginia Tech 1 1
Wright State University 1
American Museum of Natural History 1
Adler Planetarium 1
SciTech Museum in Aurora 1
Argonne National Laboratory 1 4
Army Research Lab 1
DARPA 1 1
ISI, Marina Del Rey 1
NASA/ University of Houston 1
NASA Langley 1 2
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Naval Research Lab, D.C. 1 1
Naval Surface Warfare Center 1
NIOSH Morgantown, WV. 1
NIST Gaithersburg, MD. 1
RNL Oak Ridge, TNO . 1
US Army Corps Eng. WES 1
Wright Patterson AFB 1